How to use
At the DM's discretion, you may take this feat upon character creation or when choosing feats from the level menu. Always ask beforehand, as this feat, in combination with certain homebrew or vanilla setups, could be very unbalanced. Never introduce homebrew without consulting with your DM.
Story hooksMaybe you were born this way, or maybe one day, you nearly died and discovered the latent energy within yourself. Maybe even you are out exploring, and you touch an ancient artifact, granting these abilities; this could possibly be a gift from your god for your dedicated loyalty to them or even an experiment related to harnessing the radiant energies of the cosmos gone fantastically right, and this is the reward you shall reap for all your hard work done.
No matter how you got this power, you have a choice to make; will you explore the world, fight the good fight, do evil, or just ignore it. "With great power comes great responsibility". This certainly could be a great power, but the choice is now yours...
Radiant Spirit
You know the light cantrip, and you can cast the heroism spell a number of times per day equal to 1 plus your Charisma modifier. Charisma is your spellcasting ability for heroism. These abilities do not consume spell slots or components. The number of casts resets at dawn.
Hope Never Dies
When this ability triggers, some aspect(s) of your body quickly glow a brilliant golden yellow color, and any hair becomes practically weightless. Your physical form suddenly disintegrates, letting out a boundless radiant light. Burning brighter and brighter over the course of the turn you fell on, it eventually dims, revealing your body fully restored. At the start of your next turn, you spring to life, refreshed and energized by your internal radiance.
Once per week, when you are reduced to 0 hit points but not killed outright, drop to 1 hit point instead and cannot be targeted by harmful magic until the start of your next turn. You also gain the effects of haste for one minute. In addition, if you have not yet run out of your casts of heroism from your 'Radiant Spirit' ability, you may use your reaction to cast it immediately; instead of it being limited to one target on touch, you may choose up to 6 targets, excluding yourself, to affect within a 30 ft. range of where you fell. The number of creatures that 'Radiant Spirit' targets in this way may not exceed the number of uses you would have otherwise, and each creature you target consumes a normal use. Any previously missing body parts are restored in this process. (NOTE: for the time being, you must go to spells and cast haste manually until I find a workaround)
Optional Flavor
You resurrect as normal but change slightly; you are now older or younger than you once were! As the glow subsides, the visual change takes place, and you are noticeably younger or older. Will you get to relive some of your glory days, or will this rebirth take a toll on you? Let's find out!
When 'Hope Never Dies' triggers and you are brought back to life, you will roll 1d100 and then roll 1d20. If your percentile die rolls an even number, you will subtract your choice from either your Charisma, Wisdom, or Constitution modifiers from your second roll. If your percentile die rolls an odd number, you will add your choice from either your Charisma, Wisdom, or Constitution modifiers to your second roll. Read further for results of 100 or 1. Your d20 plus or minus your modifier will be your 'Age Modifier'; if you rolled below 50 (49 or below), you will be adding your Age Modifier to your current age; if you rolled 50 or more, you will be subtracting your Age Modifier from your current age. For instances where you rolled a perfect 100 or a natural 1 on your percentile, you bypass the Age Modifier calculations: on a 100, if you are of old age or past your prime, you are restored to your prime; if not, then nothing changes. On a 1, your age is unchanged.
Optionally... on a natural 1 the DM may choose what happens to you age wise. This is up to the DM's disgression of course. Maybe your race could change? Who knows...
Here's a simplified chart of what happens in case of any confusion.
| Percentile | Even | Odd | Aging |
| Perfect 100 | N/A | N/A | Restored to Prime |
| 50 and Above | d20 minus modifier | Age Down by 'Age Modifier' | |
| 49 or Below | d20 plus modifier | Age Up by 'Age Modifier' | |
| Natural 1 | N/A | N/A | No age change |
Credits
I can't believe I forgot to do this part! Major props go to the High Rollers team for creating the concept of the Lightborn race variant of humans from the Lightfall campaign setting; I loved the idea but wanted to make it more versatile for use in most campaigns. That's where I took some inspiration from the second Credit: Elessar106 and their recreation of the Lightborn race for public use. I basically took the two unique traits from that race and made it into a feat, and a few edits were made for simplicity. If anyone has any ideas for how to better balance this race, make parts function better, or find bugs and other mistakes, please let me know in the comments; I will add you to a list of credits if you want me to.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/7/2024 12:22:31 PM
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5
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0
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Alpha
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Coming Soon
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8/7/2024 5:18:20 PM
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5
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0
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Alpha 1
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Coming Soon
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